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1. >System design background
1. Upgrading from two-star to three-star legend (module system)
- Positioning: By consuming specific resources (such as red gems, fragments, etc.), two-star characters are upgraded to three-star legendary quality, giving them attributes and skills equivalent to the original three-star legend.
- Significance: Increase the utilization rate of low-star characters, enrich lineup options, and alleviate the training bottleneck caused by the difficulty of obtaining three-star characters.
2. >Three-star heterogeneous system (attribute differentiation)
- Mechanism: The same character launches different attribute versions (such as fire/water/light, etc.), similar to the "differential" setting of "Arknights", and attribute differences affect the combat restraint relationship.
- Goal: Improve character diversity and encourage players to adjust lineup strategies according to level requirements.
3. >Three-star legend upgrade to six stars (captain skill expansion)
- Core: After the six-star is opened, the character appearance and skill effects are fully upgraded, and exclusive "leadership skills" (such as wide-area damage, team gain, etc.) are added, which greatly changes the combat logic.
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2. > Impact on PVP/PVE
PVE aspect
- Positive:
- Six-star captain skills can provide powerful global buffs (such as overall damage reduction and energy recovery acceleration), and optimize the clearance strategy of high-difficulty dungeons.
- Differentiation of alien attributes forces players to adjust team attributes according to enemies in different dungeons, enhancing the depth of strategy.
- Risk:
- Numerical expansion may cause the difficulty of old dungeons to be unbalanced, and the level design needs to be adjusted synchronously (such as adding "six-star exclusive challenges").
- If the resource consumption of upgrading from two stars to three stars is too high, it may cause dissatisfaction among players (the way to obtain materials needs to be balanced).
PVP aspect
- Positive:
- Leadership skills introduce new tactical dimensions (such as anti-injury and control immunity) to break the existing "numerical crushing" deadlock.
- The restraint of alien attributes may give rise to a dynamic Meta environment (for example, if the fire attribute is strong in the current version, the water attribute alien characters will rise).
- Risks:
- Certain six-star skill combinations may be too strong (such as full-screen AOE + silence), and strict balance testing is required.
- The cost of cultivating alien characters is high, which may lead to a widening gap between paying players and non-paying players.
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III. >Production suggestions
1. Phased iteration
- Prioritize the launch of the two-star to three-star system to test player feedback and resource cycle rationality.
- The alien system and six-star upgrades are updated in batches (such as 1-2 characters per quarter) to avoid content overload.
2. >Resource and balance management - Material acquisition: Provide star upgrade resources through permanent activities (such as "Blooming Compass") to reduce liver.
- Numerical calibration: The effect of six-star skills needs to be different from the existing five-star, but avoid complete crushing (such as a 20%-30% increase in damage, additional functional buff). - PVP restrictions: disable some leadership skills in the arena, or add a "fair competition mode" to balance the environment.
3. > Player experience optimization
- Guidance system: add six-star upgrade tutorials and simulated battles to help players understand the skill mechanism.
- Reset function: allow players to reset six-star characters and return some resources to reduce the cost of trial and error.
4. Content linkage
- Bind the upgrade to the main storyline (such as unlocking character-exclusive side stories) to enhance the immersion of the world view.
- Launch limited-time special characters (such as "Summer Swimsuit Version of Li") in conjunction with seasonal activities to enhance freshness.
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IV. > Summary
- Short-term goal: solve the problems of low character utilization and single lineup through two-star upgrades and special systems.
- Long-term planning: build a battle ecology with more strategic depth with six-star leadership skills as the core, and maintain the dynamic balance of PVP/PVE through attribute restraint and skill combination.
- Risk control: Closely monitor player feedback and adopt a "small steps and fast running" update mode to avoid player loss due to numerical inflation or resource pressure.
In addition, some problems:
The current development system is complicated and resource acquisition is difficult
The resources for hero breakthrough, hero crystals, need to be adjusted.
In addition, the former director, jfk, clearly pointed out:
[Hero Blessing], [Weapon Engraving]
This is the final development content;
Engraved gold coins and green hammers are already extremely precious and lacking in this aspect.
But now [Hero Six-Star Upgrade] has been released;
In addition, if a six-star upgrade system is added, please remove the current two-star upgrade restriction and add its [Floating City Training Room System] to ensure system balance.
Need to adjust:
Six-star acquisition strategy;
Two six-star heroes are released for the first time.
Ensure that the materials for a six-star hero are initially given.
The arena is now extremely unbalanced
The reincarnation team is one of them,
The current six-star hero is about to become the second.
Because watching the six-star hero is not part of it,
then disabling the skills of the six-star hero is not a long-term solution.
A fair competitive environment needs to be provided (it is enough to have a gap in the illustrations; if there is a gap, it is impossible to play).
As for the illustrations, it has been said not once or twice that six-star heroes cannot be given illustration bonuses; only the cultivation biased towards pve is introduced to ensure that the game experience can be maintained.
If six stars are added to pvp, it is necessary to adjust the value of resource acquisition and readjust: gold coins, experience, reinforcement hammer, awakening stone, green hammer, blessing book, reset stone, hero fragments, star crystals....
However, the adjustment will face: the value of resources is reduced, and players think that the value of the gift package is not in line with the value, and will not spend money.
Therefore, the simple solution for pvp is: the pvp direction is upgraded from two stars to solve the problem and reincarnate the environment.
Six-star heroes are eliminated (ordinary arena)
or exclusive (only matching) six-star hero arena.
Or, six-star heroes are suitable
for: Asynchronous pvp of guilds biased towards pve. Players can discuss and vote together to choose a six-star hero to provide buffs.
Design two-star upgraded heroes to join the six-star upgrade system, which affects the balance of the environment and the experience of guild pk.
However, resource acquisition needs to be optimized step by step,
to avoid difficulty in resource acquisition and deterioration of the experience of ordinary players.
In addition, I proposed > Red Snow Upgrade
Is it not possible?
Is it difficult to optimize the arena environment?
In addition, I proposed > Cooperative Hero Switching
Is it not possible?
Is it difficult to implement?
In fact, it is still the mutual application of existing codes and systems.
In addition, I proposed > My Room Story Favorability Switching Framework
Is it not possible?
It is not to design a large number of plot collections
The story collection is just an incidental.
The main thing is that each hero outputs different language and text dialogues at different favorabilities
(designed according to the connection between each hero)
In addition, I proposed > Farm expansion, selling furniture content
, selling interactive skins, stealing food gameplay, ranch expansion, mutual visits
Selling according to the players' show-off psychology
In line with the players' hierarchical design of charging direction
Isn't it better than cultivating this intensified contradiction?
In addition, I proposed > My Room's special NPC princess
Selling clothes, designing charges in the direction of dressing
Is it not possible?
Players are still willing to pay
In addition, the >Desk Pet Module System I proposed
Is it not possible?
This can also be filled with tasks, design
Charges
With so many design options,
Why do you have to design it to increase the cultivation limit?
看看我的眼睛!回答我!(Look at my eyes and answer me!)
Kong, you have a lot of problems in management direction now.
That's all I have to say...
thank you(sigh)
첫댓글 죄송하지만 너무 알록달록해요..
Because of the cultural differences in language, what do you want to express? [Is the article too colorful, causing readers to feel discouraged?] or [Do you agree with my views and suggestions?]
@洛雨 so colorful.. too much..
@Sleeping Haha, ok, I will try to ensure the layers while reducing the use of bright colors.
@洛雨